09. Vendors & Appearance

Updated 2 weeks ago

Vendors & Appearance

The vendor dialog

Every trader in the game, including Haldor, Hildir and any other merchant, offers extra options from this mod. When you interact with a trader, the mod's dialog opens first, titled with the trader's name.

Button What it does
Shop Opens the trader's normal store, as in vanilla.
Reset Race, Class & Feats Wipes your race, class, subclass and feats for 200 coins.
Customize Appearance Opens the appearance customizer. Keeping your changes costs 50 coins.
Bounties (daily work) Opens the day's three bounties from this trader (since 1.0.7). See the Adventuring page.
Hire a companion Hire an NPC who travels and fights with you (1.3.0). See Companions below.
Leave Closes the dialog.
  • Coins are taken from your inventory, then from your Bag of Holding (1.2.8). If you don't carry enough, you'll see "Not enough coins." and nothing changes.
  • The dialog closes if you walk more than about 10 m from the trader or die.

Reset Race, Class & Feats (200 coins)

This puts your character back to a clean slate:

Reset Kept
Race (you go back to no race picked, the vanilla Human baseline) Your level and boss credit
Class Your items and skills
Subclass Your coins, apart from the 200 spent
Every feat you have taken (all feat picks come back)

Your race's look goes away with the race. A Fairy's skin and hair go back to the colors they had before the character became a Fairy.

After a reset, open the character sheet (L) and pick your race, class, subclass and feats again. Picking is free.

Race and class can be changed for free on the character sheet at any time, without a reset. The reset is what you need to take back feats, which are otherwise permanent.

Companions (1.3.0)

Click Hire a companion in the vendor dialog to hire an NPC who travels and fights with you.

Hire Cost You choose
Random 250 coins Nothing: sex, race, class, subclass and name are rolled for you.
Custom 400 coins Sex, race, class and subclass.
  • Only races and classes the world offers can be picked (see [AllowedRaces] / [AllowedClasses]).
  • A companion always uses its class's default ability scores, and its level matches yours. Its health follows the same hit-dice rules as a player's. Dwarf, Duergar and Highland Dwarf companions always have a beard (1.5.1).
  • It starts with its class's kit: weapon, shield or bow, and armor suited to how far the world has progressed (the bosses you've beaten).
  • Wage: 20 coins every in-game day, taken from your coins automatically (inventory first, then the Bag of Holding). If you can't pay, you get a warning; after two unpaid days the companion quits and leaves its gear on the ground. You can pay days ahead in its orders window.
  • You can have 2 companions at a time, and they count toward the party size limit (see Multiplayer & FAQ). Both limits are server settings.

Giving orders

Look at your companion and press Use (E) to open its orders window. From anywhere, press F6 (1.4.0) for the companion menu: every companion's health, what it's doing and its most worn gear, with Orders, Work and Bring here. A companion only stops to listen when you're within 10 m; further away it keeps working.

Option What it does
Follow / Stay Follow you, or wait where it stands.
Aggression Passive never starts or joins a fight. Defensive (default) fights what attacks you or it. Aggressive attacks any enemy it sees.
Chase distance How far it will run after an enemy before coming back to you.
Adventuring min / max While travelling: the minimum keeps it out of your way, the maximum keeps it from wandering off.
Fighting min / max The same two distances during a fight, set separately.
Gear Every item it carries. Click one to equip or take it off. The companion keeps what you choose and doesn't swap weapons on its own.
Open pack Its inventory, like a chest: give it potions, better armor or a new weapon, or take things back. Works from any distance (1.4.0).
Rename Give it a new name (1.4.0). Its work chest is renamed with it.
Pay ahead Pay wages for the coming days.
Mute Silence its voice (the muttering and the shout when it spots an enemy) and its chat lines, like "heals you". You still get the "is down!" alert. Press again to unmute (1.3.1).
Dismiss Let it go (asks first). It leaves everything it carries on the ground.

At work (1.4.0): giving a companion a chest renames it "Name's Chest". On Maintain base, the stock list shows each raw ingredient and what it becomes: set keep raw (never use below this many) and make up to. When a piece of its gear drops below 40% it walks to a workbench or forge that can repair it (see Repairing gear below). Its gear wears with use, like yours. Items assigned to a chest (click the chest's name with the item on the cursor) are put away there.

Healers (Clerics, Druids, Paladins, Bards) heal you and other companions when health drops below half. Spellcasters throw a damage cantrip at range. Everyone else fights with the weapon you gave them.

Finding the way (1.5.1)

Companions plan their own route to you instead of running in a straight line, and 1.5.1 makes them much better at it:

  • Mazes and long ways round: they find their way through walled labyrinths, up and down between floors, and to you from far off. A way that's blocked (a drawbridge raised, a wall swung shut) is noticed at once and they plan again. If the way they were using closes and the other way is much longer, they wait up to 8 seconds for it to open again.
  • Jumps and gaps: they jump up ledges (up to about 1.2 m), drop down safe heights (up to 4 m), and leap gaps up to their jumping reach, taking a run-up and lining up first. They check there's head room for the jump (a beam over a ledge or a window in a wall is only used if they fit through), and steer in the air to land well onto the far side. A jump that failed is avoided for a while.
  • Edges: they stop at a sudden drop they didn't expect (a bridge that just drew up) rather than walk into it, and slow to a walk to turn before a leap.
  • Water: they swim when there's no bridge (a bridge is preferred, since swimming costs more), and climb out where the bank is low enough, not up a sheer dock wall.
  • Doors: a closed, unlocked door is a way through. They open it as they reach it and shut every door they opened behind them once you're both clear.
  • Catching up: a companion only appears next to you when it really can't follow: right away if you're more than 100 m off, and from 60 m only while you ride a boat or cart, you're in a dungeon it isn't in, or its own route-finding has given up. Never during a turn-based fight. fef companion recall (or the RecallCompanions key) still brings a stuck companion to you by hand.

Flying companions (1.5.1)

A companion that could fly as a player can flies while it follows you: a Fairy, Skyfolk, Owlkin or Glidefolk, or a Sorcerer of level 12 or higher (Dragon Wings). Hire one of those with Custom if you want a flyer.

  • It takes off when you're more than about 8 m away, or more than 2 m above or below it, or when the way on foot is failing, and only if there's room to rise.
  • It plans a route through the air that fits its whole body: over walls, up towers and chimneys, through gaps and hoops. Something swinging shut across the way makes it plan again.
  • It lands about 1.5 m from you, over solid floor (never over water or a drop), and comes straight down.
  • It doesn't fly in a fight, at work, while waiting or when downed: if it's in the air then, it lands. If three flight plans in a row get nowhere, it lands and walks for a while.
  • No fall damage while it flies.

Repairing gear (1.5.1)

When a piece of its own gear (worn, or kit it carries; not loot it picked up) drops below [Companions] RepairBelow (40% by default), a companion goes to repair it, whether it's following you or at work:

  • It goes to the nearest station that can repair that piece by the game's own rule (a workbench for most gear, a forge for metal, at a high enough level). Following you, the station must be within 40 m of both of you; at work, within its work range of the chest.
  • It looks at every worn piece, most worn first. One that no nearby station can mend (a bronze axe with no forge around) no longer stops it repairing the rest at the workbench next to it; it tells you which piece it can't get repaired.
  • At the station it repairs everything that station can mend, says how many pieces, and goes back to what it was doing. If it can't reach the station within about 75 seconds it gives up on that one for a while.
  • At work, it also takes worn spare gear from its chest to a station and puts it back.
  • It doesn't go in a fight, a turn-based fight or while downed.

Their own chest (1.6.0)

On a companion's Work tab, Build their chest (it costs what a personal chest does) and place it. Only you and they can open it, and it's where they work from. Its contents are kept with the companion: rebuild it somewhere else, or knock it down, and nothing is lost. Open their chest works from their window too. If they leave your service, what's in it goes to your Bag of Holding, and the chest is taken down with its materials returned to you.

Sharing a job (1.6.0)

Two or more companions on the same job split it: each claims the tree, stone, crop or patch of ground it's working on, and the others leave it alone (a claim lapses after 30 seconds without progress). On a farm they take different kinds of work first. In testing, two companions cleared a field in half the time of one.

Climbing (1.6.0)

Companions climb steep ground the way you do: hillsides, earth cliffs and ground that's been raised, by running at it and jumping each time their feet find it. Building walls and sheer rock still stop them. [Companions] ClimbSteepGround (on by default).

Earthwork (1.6.0)

The Earthwork job carries out the plans you draw with the Groundwright's Rod. See Adventuring.

Their gear and party cards (1.7.2)

  • Worn gear shows as equipped when you open a companion's pack: what it wears or wields has the blue "equipped" slot background, like your own. Right-click a weapon, armour piece, utility item or ammo to put it on the companion (whatever was in that slot comes off), or to take it off if it's already worn.
  • Taking a worn item out of the pack (dragging it to you, Take all, dropping it) takes it off the companion first, so its look updates at once.
  • Companions and townsfolk wear the new 5e armour and carry the new weapons, wands and staffs (see Monsters & Magic Items); town guards carry their town's emblem.
  • Each companion gets its own card with a portrait in the party frames (see Multiplayer & FAQ).
  • Townsfolk and companions no longer play a "getting up" animation when they appear.

When a companion falls

A companion at 0 health is downed, not dead, and monsters leave it alone and turn to someone else (1.3.1). Stand next to it and press Use (E): you're locked into a 2-second help action with a progress bar, and can't move or attack until it's done. Getting shoved away or hit stops it. A healing spell or potion also brings it back; small trickles of healing don't. If nobody helps it up within one in-game day, it gives up: its gear goes into a grave where it fell, and it walks back to the trader you hired it from, where you can talk to it to take it back on.

Companions can't hurt you or other players, and you can't hurt them. If you travel far without them (a portal, a boat), they catch up when they're loaded again; fef companion call brings them to you. Your party's companions show on the map and minimap as green markers with their names (1.3.1).

Appearance customizer (50 coins)

Click Customize Appearance in the vendor dialog. The customizer opens with a menu on the left and your character in view.

  • Turn the camera: hold the Left/Right arrow keys.
  • Zoom: hold the Up/Down arrow keys.
  • Changes preview live on your character.
  • Finish (50 coins) keeps your changes and charges you. If you don't have enough coins, the customizer stays open and nothing is charged.
  • Cancel reverts your preview and closes the customizer without charging you.
  • < Back returns to the section menu.

Always leave the customizer with Finish or Cancel.

Sections

Section Options Available to
Skin Tone Red, green and blue sliders All races
Hair Hairstyle (Style 1 to 38), color (RGB) and darkness All races
Beard Beard style (Style 1 to 26), color (RGB) and darkness All races
Body (1.7.2) Height, on top of your race's own size All races
Ears Color (RGB), darkness and opacity Races with that part (the Fairy has ears, wings and a tail)
Wings Color (RGB), darkness, opacity and glow Races with that part
Tail Color (RGB) and darkness Races with that part
Other parts (horns, crests, manes...) Color (RGB, or a hex code) and darkness Races with that part
Shape (1.7.2, inside each part section) Size, and where the part has them length, width and curl (horns, tails, tusks, trunks, beaks) or angle (ears, fins), each with a Reset Races with that part

Notes:

  • While the customizer is open, a Fairy's wings stay visible so you can see the colors, even on the ground. Normally they only show while flying.
  • Some races have a signature skin or hair tone as part of their look. On those races the race's own tone always wins, so the skin and hair color sliders won't stick. Hairstyle and beard style still work.
  • Your race's parts (horns, tails, tusks, wings...) come with the race: you can't remove them, but you can recolour them and, since 1.7.2, reshape them.
  • Your appearance choices are saved with your character. Other players with the mod see your colours, shapes and height too (since 1.7.2 they see your true size).