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The wiki despite not updated often seems have valid information on how get the companions:
https://atom-rpg.fandom.com/wiki/Companions
They don't vary randomly so you can't have a bad dog because of bad luck.
The dodge is shown in inventory, select the companion/dog tab to see it. The dog should have the best dodge of all. Moreover it has abilities to increase dodge.
Dog:
Let face it, at best it is very uesful the first 8 levels and it's borderline, Since character level 4/5/6 use dialog to order him Stay Close. From this perspective most abilities apply:
- Aggressive abilities generate more stun and enemies flee. Caution on flee they last only one turn, so don't rush after an enemie fleeing if your character is low HP or can be stunned easily.
- Defense abilities make it a bit more solid, the reduction for grenades damages is useful.
- Utility abilities can have their use, more carrying is handy.
For skills, raise only Martial, and First Aid gradully to 70.
For all companions:
Raise gradually First Aid to 70 to give them a better resistance to drugs.
Ignore Technology and Stealth.
Not sure for Survival myself I always ignore it.
During first levels until main character roughly level 12, consider give them all blue beret. All have odd END and the blue beret will boost them well and will make them more resistant to stun.
Fidel:
He starts low level and for sure when compared with player character he isn't great, too low DEX not much AP. But you get him low level and can choose all abilities, and overall he is a good jack of all trade.
During first level, give him a shield asap, a pistol, and knife. Don't bother on Martial for him, his low DEX will be a handicap as you increase Martial skill (lower damages).
As you should get him fast, you can use him for lockpick, no need raise lockpick much, for example 40, with tools increasing the skill this should cover it, or 50 for more comfort and less picklock attempts repeated.
Past first levels, start consider choose a main weapon and keep pistol as secondary weapon. In my opinion, he should be better with Automatic, or stick to Pistol only.
Hexogen:
You'll get him later level and he is level 8. The minimum level can be very low, but let say it's around player character level 7 or 8. Shield and Pistol to start is good. Make him use Martial weapon but don't bother raise his Martial skill. Then choose Automatic or Rifle. I think he is better with Automatic but if the main character doesn't pick Rifles and ability Monster Lore Expert, it's very handy that a companion does it, and then it's a good reason to pick Rifle with Hexogen. That said, both Fidel and Hexogen with Automatic is quite powerful.
Alexander:
If you have the money (read wiki for details) you can chain pick Hexogen with pick Alexander, I advise it. Caution before leave the house ensure PER is 6 or he won't join party.
He is from far the most solid of all companions, but as he starts with higher level, and most abilities are already set he isn't much adaptable. In this context, he is quickly a beast with a shield and a skorpion. I would suggest stick him to Pistol, make him use Martial weapon but don't bother focus training Martial. For abilities, either Pistol, either Armor of God and more.
Base tricks:
- Put in their inventory healing drugs, they'll use them during combat if necessary. This isn't working with the dog.
- Take care setup all their AI, default is ok but questionable for some context. Test various setup to see what works better for you.
- During combat click on companion and press click to open an action menu.
- During combat when you open inventory you can switch to companions with tabs and make them use drugs and reload ammo, this for whole party and no more AP cost than opening main character inventory.
- When a companion use Automatic, or even weapon with burst, or even at later levels, ensure AI setup for friendly fire is to avoid any chance to hit friends.
- It's good to give them one weapon compatible with shield, so in some context you can make them switch to shield for better defense.