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Companion

A support pet every Seeker has — it heals, scouts, and magnets loot, but never fights. Account-bound and permanent; death cannot take it.

What the Companion Is

Every player has a universal Companion — a reclaimed AI agent fragment you have bound to yourself: a piece of LOGOS repurposed as support. It follows you through every dive, provides utility, and survives your death.

The Companion does not fight. It has no damage output, no projectiles, and no offensive abilities in any state. Its entire purpose is support and quality of life. This is a hard design rule, not a missing feature.

The Companion is entirely separate from the Orchestrator class, which commands a fighting swarm of AI minions. If you play Orchestrator, you still have a personal Companion that does not fight alongside your combat-active swarm.

RAYA — the daughter figure in the Nexus, the gentlest keeper — runs the companion station where you hatch, level, and fuse your Companions.

The Five Abilities

A Companion can run up to three active abilities at maximum rarity. All five available abilities are sustain or utility — none deal damage.

Ability Effect Guardrail
Heal Restores HP periodically Hard capped — leveling improves smoothness and QoL, not raw HP/sec
Magic Heal Restores MP periodically Hard capped — enables ability casts but cannot trivialize the MP economy
Decoy Baits enemies for a short window Long cooldown; the one clean “panic button”
Loot Magnet Auto-vacuums nearby drops Pure quality-of-life, zero combat power
Scout Reveals nearby enemies, loot, and portals on the minimap Utility only

The healing cap is the skill>gear enforcement point: a maxed Companion with Heal and Magic Heal raises your survivability ceiling but cannot make you unkillable. A skilled player who dodges will survive longer than an unskilled player with a fully leveled Companion. The balance oracle verifies this at matched skill. OPEN: exact cap values are sim/playtest-tunable and not yet finalized.

Which three abilities you run is a meaningful choice — Heal + Magic Heal + Decoy for a mana-hungry caster, or Heal + Loot Magnet + Scout for a farming build.

Progression

Companion progression has four stages, all driven by gameplay and never by cash.

Hatch — Companions emerge from eggs dropped by bosses and dungeon caches. Hatching is a variable-rarity roll with visual flair. You cannot buy eggs; you earn them by diving.

Level — Feed Compute Scrap (the same resource that fuels gear upgrades and the Rig generator) into your Companion’s abilities. Leveling moves an ability’s magnitude toward its cap — not past it. The same Compute Scrap that could have gone into a gear upgrade goes here instead: a real resource tradeoff. OPEN: exact per-level costs.

Fuse — Combine two Companions of the same family and same rarity to produce one of the next rarity tier. Higher rarity unlocks an additional active ability slot: ability 2 unlocks at Uncommon rarity, ability 3 at Legendary rarity. OPEN: family names and count (6–8 families proposed; Jay has not confirmed the exact list or names).

Collection Log — Every Companion species discovered is logged. Shiny variants have a separate checkmark. Rewards are cosmetic only: visual flair, never power or loot-rate bonuses.

What Survives Death

The Companion is account-bound and survives permadeath. When you die and lose your carried gear, your Companion — its species, rarity, and ability levels — remains exactly where it was. It is not carried loot. It is part of the persistent account layer that the Hades split protects.

What Is Never Sold

Companion power — ability levels, fusion materials, rarity, eggs — is earned by playing, period. Cosmetic skins for Companions (recolors and visual variants that inherit all base stats) are the only Companion-related items available in the shop or battlepass. No pet food, no leveling accelerators, no paid hatches. This is the single strictest monetization line in the game: the RotMG pet-food model is the explicit anti-pattern Godmaw does not repeat.