The world and its rules

Allies

In the game: help allies

Non-player creatures (mobs) can be forced to follow and obey player characters (PCs) by a variety of spells. These allies, variously called 'followers', 'charmies', 'summoned mobs', 'pets', etc., can be added to their owners group, and ordered by their owner. One you summon (an elemental, an animal, a golem, a necromancer's undead) joins your group and guards you as soon as it appears.

Your allies in the room with you go where you go: by walking, home, the airship, a portal, or a spell or skill that carries you off (teleport, astral walk, dimension door, a psionist's doorway or portal, a druid's trees). Ones asleep, fighting or in another room are left behind, and none go into the Hellhole with you: you can summon new ones inside.

When you are done with your allies, send them away: 'dismiss <name>' for one in the room with you, or 'dismiss all' for every one of them, wherever they are. That reaches allies you have lost or left behind too, and frees their places, so you can summon or raise new ones. Do NOT take allies into areas that are race war sensitive, such as Daleville. Stoal the innkeeper, guild masters, and some others will attack pets on site. You or other players are likely to die during the resulting battle.

NEVER order your ally to attack another player character, or another player character's allies.

The number of allies you may have is based on your charisma, as follows:

CHARISMA 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
# fol. 1 1 2 2 3 4 5 6 7 8 9 10 12 14 17 20

See also: SPELL CHARM (PERSON, MONSTER, VEGETABLE), HYPNOTIZE, SPELL MONSUM, SPELL ANIMAL FRIENDSHIP, SPELL ANIMAL SUMMON, SPELL FIND FAMILIAR, SPELL DUST DEVIL, SPELL CACAODEMON, SPELL CONJURE ELEMENTAL, SPELL (WIND, WATER, FIRE, EARTH) SERVANT, SPELL CHANGESTAFF, SPELL ANIMATE DEAD, SPELL ANIMATE ROCK, GUARD, ORDER, DISMISS, FIGURINE

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